There's definitely competitive groups out there. It's probably best talked about with your local LGS's, as they'll have more of an idea of who's building what. At least, that's where I'd go to find a group, my LGS guy is a decent guy who has a good idea of what people like and tries his best to cater for it.

You've sort of hit on some of the issue yourself, so it sounds like you might be on the right track.

Control, essentially, is enabling a board state it which you're gaining more advantage than your opponents. This means you're building for a lot of synergy, cards that either work well together, create a value engine, or provide more bang for their buck than their initial cost to cast. Perfect example is Baleful Strix - UB to cast, cantrips, has evasion, takes down attackers. For UB you're getting a ton of value and a ton of advantage. How it looks in terms of synergy is a little different. Harvester of Souls and, say, Demon of Dark Schemes. You're nuking token swarms, refilling your hand, getting energy counters, and clearing the board for your further advantage. A lot of the time this is netting you advantage by reducing the advantage you opponents have - an example off the top of my head, Sadistic Hypnotist and Dictate of Erebos - you're shredding their hands and their existing threats. How control looks in your build is up to you - but at the end of the day it comes down to making sure every card in your list gives you value on its own, and more value in conjunction with the rest of your list.

1) Draw power vs tutors. This is not a combo deck, so tutoring is not as urgent, but there are times when mere draw power just won't get me that answer to a specific board state which I really really need, like, right now. So I'm having troubles figuring out the correct ratio here.

I don't run many tutors at all in my builds. They're far from necessary, and you have plenty of card draw options in Grixis, so run as many or as few as you like. The more you play around with it, the more you'll find a sweet spot for draw that gives you the answers you need and keeps your grip full. I guess it depends how much you rely on one or two specific cards to control the board.

2) Counterspells. This is the big problem I'm finding with adapting to EDH-style control. Carrying too many and going for a "counter everything that even remotely threatens you" means ending up with a highly inefficient deck that isn't really any good whenever careful threat assessment is required, but carrying too few means not drawing them when the combo player goes off. In most games I just find more powerful and more enjoyable to go for spot removals and wipes, but there are those times when you really need to stop a combo, and only counterspells can do that. So once again, the main problem here is finding the proper ratio.

There's a real sweet spot, again. It's probably rare that you want a grip full of them, and in a game as long as you play in EDH, they're not good value - as an answer, they're good, but your trading spell for spell in a vacuum, which gets you no further ahead. The best counterspells in the format are ones that give you bang foryour buck or are cheap or free. Granted, a lot of those are expensive, but the days where Counterspell is getting you ahead are long gone. There's a lot of things stapled to counterspells these days; Creature Theft, Free mana, Untapping, Card draw, Modaloptions, and more. To my mind, it's really a case of assessing how many situations you need answers for - this is best done with playtesting, and then deciding which specific answers you need.

I know there's no specific card suggestions here, but it does seem like you have the right idea in terms of building for control.

Can be determined if they only have one creature. Can be used politically. Otherwise, you're probably not getting very powerful hits off this for the mana cost.

There's a few things that make this suck more than it could. The cost of activation, the tap, the CMC, the fact that the opponent chooses, and the fact that it exiles. I like the effect, but I like it more on Minion Reflector.

Thus far, artifacts number at 24, creatures at 17. It'd be nice to add Spine of Ish Sah and Salvaging Station but I haven't tracked copies down yet. It'd be nice to add Wurmcoil Engine too, as this is probably the one deck I can really milk it for all its worth, but it's just worth too much.

It seems I've decided to go down the route of grinding value out of mine and my opponents' decks, and I'm pretty happy with how things are looking thus far. Otherwise, I'm not sure what else to add, and still just under 20 places shy, without basic lands. I'm happy enough with the curve, and everything at the top end of the curve justifies its place to a reasonable degree. So what else would you add around what's already here? Is there anything here that hasn't earned a place?

Uncage the menagerie seems difficult to use efficiently. Your best search much of the time is probably going to be cmc 3 at 3 of them. Before you add it in, you need to question what precisely does it find that something more modal like primal command wouldn't do better?

This is it, really. I question its efficiency. I've heard strong reports, but there's enough pseudo-tutor here that it's not a shoe-in.

Other than that, I am sorry to see you were having trouble against some of the decks (other than progenitus). I mean, to be fair, you're playing mono green control. If control requires setting them back a few permanents while you race ahead, so be it. It is how green controls, after all!

I'm not too worried, really. I had a couple bad games, but once Nissa flips, I'm strongly in the game and hard to put down. It's just getting over the hump that's crucial.

I mean, to be fair, you're playing mono green control. If control requires setting them back a few permanents while you race ahead, so be it. It is how green controls, after all!

Of course, if its your wife, you can always let her win I guess? How has the deck been doing otherwise? Yeva is still my favorite deck.

Yeah it's a weird area. She's fairly specific as to what she likes and doesn't like, so maybe land destruction is pushing it a bit too far. To be fair, this deck is one of my strongest, and her Progenitus is 75% tops. You have to be prepared that no one wants to see that hydra hit the board though, so I tried to talk her through it. I think it'll just take setting some ground rules for whats acceptable and what leaves bad feelings.

Otherwise though, the deck is great - it's a lot of fun, has some really strong plays and synergy for days. I'm kind of at the point now where I don't know what to keep or cut to improve, though feedback is always appreciated.

Generally, I agree with what toctheyounger is saying, but some of the cuts he suggested I question. Specifically, aura shards, regrowth, alms collector, and krosan verge are cards I would be hesitant to cut.

Yeah, I struggled to pick, partially because I couldn't really get a good draw on where the decks wants to go. Aura Shards he already has on Qasali Slingers, Regrowth on Eternal Witness, Krosan Verge from playtesting is detestably slow. I'd use it in tricolour, but for WG I don't really see it as auto-include. Alms Collector, well yeah. Extra draw is good, this a strong control piece if OP decides to head that way.

They're more important characters, and I never really felt like Duiker was well represented by VE. I also don't like giving land drops away. So in terms of playability, let's just say that Duiker is the player of the deck. That's how it's written predominantly, anyway.

Fierce Empath comes in for Explorer's Scope. Finally tracked a copy down. This should be awesome in the list, don't see any reason why it wouldn't be. I'm also looking to track down a copy of Uncage the Menagerie. I'd like to try it out, I'm not entirely sold on it, but it could be pretty good here.

If you like the bouncing-creatures like wildebeast, I think toctheyounger has a thread around here with a more creature-focused list that ran them, though not sure he still runs them now

I do still run it, although the list looks a lot different to this list, and probably looks a lot different to where it started. It's running really, really well though. Once I have Nissa flipped, there's so many synergies within the list that its become really hard to stop. It doesn't have answers for everything, but it's a value machine for sure. I'm pretty specific in the bouncingcreatures I run, but Cloudstone Curio is my not-so-secret bounce tech for extra triggers.

Here's what I'd cut. This is based on where I would want to go with the deck, so your opinion may vary. I think you need to make a decision as to what direction you want the deck to go in. There are some options, which aren't mutually exclusive, but the more definitively you state the direction you want the more easily we can recommend cuts or adds:
-Equipment tribal
-Cat tribal
-WG Stompy/aggro
-WG Control/Combat Control

These seem the best options to me. Personally, I would head into control/stompy area. That's a bias because I find equipment boring, but as I said there's some overlap with these areas, and you do want that to some degree.

The cuts I've suggested are fairly general - you've got way too much land and not all of them are great choices. Some of the creatures are WG goodstuff, and don't necessarily fit awesomely. The shroud artifacts will prevent you from using Arahbo's second ability to its fullest extent, as will two of the 'Swords of Xand Y' you have listed. I haven't suggested those because they're strong anyway, but unless you're going into equipment tribal they could be cut and save you some dollars. I've also suggested cutting some of the less optimal board/creature protection and recovery, simply because you have a lot of it here, and that much probably isn't necessary.

As stated above, knowing your direction allows us/me to help really hone the list down to what's needed. There's a lot of great picks here, but not all of them would fit into all builds, so most of what I suggest cutting is pretty generalised. I also did a quick count and it doesn't get you right down to 100, it only gets you close. Hope it helps anyway.

Thanks so much Jay. This is the last bit of lore I've really wanted to know for a while. Teferi being one of my favourite characters and wanting to know more about the Mending and 'modern Bolas', this was a great read, and well timed coming into Dominaria.

Great article. Long but not unnecessarily. I can pretty well agree with the conclusion too. My first thought was Leshrac, but not knowing a HUGE amount of older lore (I started playing at a young age), Leshrac seems unlikely. Lim-Dul fits the bill. It would be a great twist at some point too.

What are the odds the reveal happens in the upcoming Dominaria set next year? Fingers crossed.